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If on the off event that there is anyone who wants to port an old 1.6.4 world to 1.7.10, here is a quick hotfix for the old 3.15.6 to allow for the corrected names in 1.7.10. Just a word of warning though, though due to a glitch on my end I don’t have the old strawberry code from 1.6.4 so all strawberry stuff will probably be deleted from your world.

Also note that this build is not intended to for general use should only be used to “prep” a world for opening in 1.7.10.

Well ExtrabiomesXL 3.16 for Minecraft 1.7.10 is finally complete and ready to ship. Aside from getting the last of the door textures on in nothing has changed on our end aside from some organization things and frame work of how we do our build process. That said there are two caveats that you may want to know about.

First off slimes will not spawn in the Green Swamp if you are in single player and have Optifine A4 installed, word on the street is that Optifine has a new build in the works that fixes the incompatibility but sp614x is currently working on the 1.8 update so it may be a while till it sees the light of day.

Secondly you should avoid Minecraft forge 10.13.1.1224, a change was made in it that broke backwards compatibility not only with us but potentially any mod that adds biomes. That being said we should be compatible with all version of forge from Forge recommended (10.13.0.1180) up to 10.13.1.1223 if you need Java 8u20 support.

All our finalized door textures, with their item variants on the hot bar.

Downloads

Full Change Log for ExtrabiomesXL 3.16

New Features

Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)

Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.

Doors are available in all of our types of wood

By default they can have up to 64 in a stack like vanilla doors in 1.8 and you get three from each crafting action.

If you want stacks or one or only one item per crafting action you can change the setting in the config file.

Like all other mod doors villagers and zombies will not interact with our doors, and our doors are not considered to be part of villages. This will probably not change till Minecraft 1.8 due to how things are coded in minecraft itself.

Fences are also available for all of out types of wood.

Crafted using four of one type of our planks, two on the left and two on the right, with two sticks in the middle.

Fence Gates for all of our wood types.

Crafted using four sticks, two on the left and two on the right, with two planks in the middle.

Well lets try this once again with but with heart. Well we keep on finding small things to add to our fix list for getting EbXL 3.16 to full completion while we are waiting on the last textures for the doors. Another new feature has managed to sneak it’s way into the release this time, something that has long been on our todo list.

Downloads

New Stuff/Things You May Not Know

Change Log

New Features

Slimes now spawn in Green Swamps (Please note due to an incompatibility between Forge and Optifine, if you are playing single player and have Optifine installed slimes will not spawn in the Green Swamp. If you are connected to a server or playing without Optifine slimes will spawn under the same conditions as they would in a vanilla swamp.)

Our biomes now have weights that are configurable, allowing some of them to show up more frequently than others. You can also configure them via the config file to make them more likely to spawn. Please keep in mind that these values must be divisible by ten due to a bug is how the selection code works in vanilla/forge.

Bug Fixes

Sakura fence incorrectly called it’s self an Acacia Fence

Scarecrow bug fixes

The scarecrow no longer registers itself globally so it should not cause issues with mods like Artifact.

The scarecrow should also have it’s name properly show up in mods that can display entity names such as Waila or Thaumcraft.

Redrock Stairs were missing the ‘s’ to make them plural.

Our food, strawberries, chocolate, and chocolate strawberries now use the 1.7.x food mechanics making the compatible with Hunger Overhaul.

Just getting out a quick bug fix here at the moment, but aside from textures for the doors this should be stable unless anything new pops up in between now and later this week.

At the moment there is not anything exciting as I’m just finishing up bug fixes and such. I am prepping for a rewrite to our tree generation code at the moment and hopefully by the time Zenth gets back from his trip and is able to work on the other doors, I’ll have something to show from in regards to the trees although most of the work is just removing duplicate code and other not so glamorous things.

Well it has been a number of months since I have had the free time to devote to modding but I’m back and the past week and a half I have hammering out the last few issues that were left after @asiekierka and @Allaryin finished porting us to 1.7.10.

Here is a quick video overview of the few new things that managed to sneak their way in among my own bug fixing.

If you are seeing performance issues with the Minecraft 1.7.10, I would recommend checking out Fastcraft over on the Industrial Craft forums, as it has done wonders for me in 1.7.10.

Downloads

The New Stuff

Change Log

No more crafting crashes from half slabs do to a change in the recipe manager between 1.6 and 1.7

All our tree now spawn correctly and mini cacti now spawn as themselves instead of the blocks that they tried to spawn on top of.

Forestry API has been updated and works again.

New uses for our wooden planks:

Doors

Most of them still have developer art and we will have them complete for the full release

By default they can have up to 64 in a stack like vanilla doors in 1.8 and you get three from each crafting action.

If you want stacks or one or only one item per crafting action you can change the setting in the config file.

Like all other mod doors villagers and zombies will not interact with our doors, and our doors are not considered to be part of villages. This will probably not change till Minecraft 1.8 due to how things are coded in minecraft itself.

Fences

Crafted using four of one type of our planks, two on the left and two on the right, with two sticks in the middle.

Fence Gates

Crafted using four sticks, two on the left and two on the right, with two planks in the middle.

I’m not going to beat this bush or its adjacent areas any more than necessary. EBXL for 1.7.10 is ready for people to play with.

EbXL 3.16.a17 + MC 1.7.10 + Forge 1180

The download:ExtrabiomesXL-universal-1.7.10-3.16.a17.jar (Crafting bug with half slabs)ExtrabiomesXL-universal-1.7.10-3.16.a18.jarThis is still beta quality, so YMMV. There may be bugs. Not all config options are guaranteed to work. If you have problems or observe any weird glitches, please let us know.

After several weeks of occasional headaches, and several long nights of more consistent headaches, there is now a very very buggy 1.7.10 build of EBXL 3.16.alpha in testing.When I say “very very buggy”, you probably imagine something that has bugs. Don’t. Imagine something with bugs, but those bugs have bugs. And those bugs are on fire.But it runs and doesn’t crash Minecraft any more (that was fun).The code on github is mostly current. However, I am not going to provide a link to a compiled jar here – you guys don’t really want to look yet. But soon, it will get better, and I’ll make a more public beta release that people might actually want to play with. Many thanks to Asie for doing most of the heavy lifting these last few nights to get things running after I burnt out.To volunteer your own sanity to the cause, stop by our irc channel, #extrabiomes on irc.esper.net. And for those of you who somehow do come into possession of a copy of the 1.7 alpha branch of the mod, please report any issues on Github.

I’m sorry about the wait – there’s not a lot of good reason why this build wasn’t out 2 or 3 weeks ago. But it’s here now. Like I promised in April, this is mostly a bunch of bugfixes with a few minor functionality updates. So, without further bumbling apology, the release:

We’ve always had whatever automatic support there is, but now it’s official.

Removed ATG and New Dawn libraries from the jar file.

This means that things shouldn’t explode if you are running a newer but otherwise compatible version of either of these world type mods.

It also means that the mod is just ever so smaller to download now 😉

ALL flowers are now registered with Forestry, not just the original four.

Updated Russian localization.

I’ve tested the ATG/ND changes as much as I am able, but it is entirely possible that I still messed something up there. If you are using either mod and suddenly EBXL gets all wonky on you, please report the issue to us immediately so I can get another patch out.

Future Plans

Unless my tinfoil hat rusts and the aliens find my underground bunker… or you know, there are more bugs to fix, we have every intention of making EBXL4.0 our next release.

And while it will have a lot of changes under the hood, the surface of the mod should be largely familiar – so it will be released for MC1.7, with no backporting of features to MC1.6.

So, it’s apology time. We’re way behind on our release schedule and it’s about 80% my fault. Even my kids are starting to pester me for an update. We have good excuses including multiple illnesses and ridiculous work schedules – but nobody cares about that.The main reason things have been taking time is that our work on the 1.7.x release was stalled when we saw some of Mojang’s patch notes for 1.8 – that completely invalidated things that Shecky was working on at the moment. And that’s kind of demoralizing – knowing we have to make a change… that we will have to undo in the immediate future.But we’re back on top of things and progress on the 1.7 update is moving along nicely – it’s still not there but it’s coming along. That said, we do have an update for 1.6 in testing. It is primarily a bugfix release but fixes strawberries a bit and should make upgrading to 1.7 easier when that time comes.Strawberry Behavior UpdateMy initial strawberry release had things working how Pam’s Harvestcraft regrowing crops work. They’re nigh indestructible and replant themselves at 50% growth when you harvest their fruit by breaking them. The way you get rid of them is digging the ground out underneath and maybe then breaking the floating plant. It’s not the most elegant solution but it’s fast and a major food mod uses it.But it’s not what most people expect. So, I’ve rewritten things to work more like Natura’s cotton. Left or right clicking will harvest the crop if it is ready (and won’t reset its growth by accident). Holding left click for a few seconds to break the block will break the plant and require you to replant it.So hopefully this is more useful for everyone.BugfixesThere are also some minor issues with strawberries and Waila that we will definitely be fixing for the next update.

Right now, the only real outstanding bug is a potential issue reported with newer versions of ATG. We’ve not had a chance to look into this yet – but we will do so soon and will include any necessary fix in the release if we find one.So bear with us, we’re getting there, it’s just taking a bit longer than anyone hoped it would.